Anything that has 100% penetration on BOTH needs to be shot. That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Compare with Marauders : +25% hull damage, 20 dps. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. There's about a 10 day delay though. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Consumes power. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. They also have 50% armor penetration, so armor will be less effective. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. Hull, that once depleted, destroys ship. 50, vs Gamma lasers at 6. “虚空恶魔”应当是早期版本的误称。. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Penetration means it completely avoids the health bar and will directly damage the underlying bar. In the original release version of the game I reliably went with energy weapons and was happy with the results. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Slap on 3 afterburners. Weapon damage hierarchy. Also, get lots of shields since the Contingency's weapons suck vs shields. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 2 fleets. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. < > Showing 1-5 of 5 comments . 14 votes, 10 comments. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. I'm trying to counter enemy fleets but I'm not doing very well. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. 1 titan - basically the same as battleship setup. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken down to. I'm not a fan of this new type of ship parameter. 5 days. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. Each transport fleet consist of 20 Android Assault Army and do not have a general. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. 80% damage pierce. Disruptors are mostly for the memes or countering certian crises. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. It gives +100% to both shield and armor penetration. 5. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Go to Stellaris r/Stellaris. Even with their bonuses, their time to kill is awful. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. Check Out This Mod. Auto-best is not good, it frequently makes completely nonsensical design decisions. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. LockdownA10 • 6 yr. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). I have always wondered whats the point of having penetration. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. If any other. ajanymous2. Deflector shield SHR-1 Deflector shiel. 2 Fabrication Habitats. 2 Mining Habitats. Still you want to go shield heavy and shield capacitors. Gunships Support 6. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Unfortunately battleships can't equip torpedoes or you'd be perfect. 6 also includes new galaxy shapes to explore, new story events, a new. 1 comment. The eternal psionic avatar battle. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. ParasiteX Apr 21, 2017 @ 9:12pm. So using them is a safe bet. (which does not seem to happen in Stellaris). Shorter reload times, higher movement speeds, but lacks shield penetration. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Even with their bonuses, their time to kill is awful. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. Generally speaking you also want to choose either kinetic, missile or. 34 comments. Ideal for intercepting, escorting, and dogfighting. All Discussions. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". While it’s been possible since Utopia to. Hello everybody. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. You starting weapons should make up the backbone of your fleet throughout the entire game. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Jun 15, 2019 @ 11:18pm "penetration" #1. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. They should give these a boost to 100% accuracy and possibly a % of shield penetration. some weapons have armor/shield penetration so they ignore it. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. The entire 'disruptor' line is a noob trap. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 28. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Go to Stellaris r/Stellaris. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Spectrum Cycle - Increased ship sensor range 9. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Plus mining habitats around every planet with gas, motes or crystals. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. . This is represented in Stellaris by 'penetration'. Shahadem Jul 7, 2017 @ 5:14am. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 420K subscribers in the Stellaris community. Strike Craft - Bombers have 100% shield penetration but I'm wondering if that is lowering my overall effectiveness because all my other weapons are mitigated by shields. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. :- ( (building a new fleet is much. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. Now say, 30% shield hardening cuts Disruptor damage by a third. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Not only were more slots available, but as the highest combat strength available there was a bias towards them, even as the missile rework to s-slot missiles meant earlier and more shield-penetration weapons. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Does any one knows the difference? Some examples would be great. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). That’s how badly hardening gimps penetration weapons. And only 12. It makes no sense what so ever to have this. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. That’s how badly hardening gimps penetration weapons. Point defense need variety in stellaris. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Edit: my second guess is that it stops all shield penetration completely,. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. So two m-shields are strictly superior to one l-shield. ive been running into an issue with shield regeneration after some repeatables. Frop. Stellaris Galaxy Command Wiki. It gives +100% to both shield and armor penetration. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. ago. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. r/Stellaris. Fun fact. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. 8-15. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Best. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. Stellaris. With the occasional situational exception, of course. 1- They spawned really close and the endgame crisis didnt even take 2 years. Missiles have 100% shield penetration like fighters. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1- They spawned really close and the endgame crisis didnt even take 2 years. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. Neither Missiles, Autocannons nor Mass Drivers get special. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. • 1 yr. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Stellaris fleet getting destroyed. Relevant lines are here: Anti-Armor Bonuses. Doing some tests against the contingency. However I would also like to make clear that the mechanics of. It works like in Mass Effect 2: you (usually) have to deplete the shield hp, then the armor hp, and only then can you damage the hull hp. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). But it does miss, turning great early-game potential into a slow, dull grind. If they fire on ship without shield, it deal same damage, as if it fly through shield. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 8%. There's no difference in Shield penetration and ignore shields. Robotics and Kinetic are all rounders in this aspect. I'm talking things like Focused Arc Emitter, Cloud Flare etc. 2 fleets. Torpedo = 100% Shield penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Missiles are best now. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. The weapons the Unbidden use have 50% shield penetration. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. The below video linked when completely seen will provided the needed information. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. ship_armor_add = adding an amount of armor . At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. The entire 'disruptor' line is a noob trap. 85 -1 = 1. The differences between the weapons are much more nuanced. There's no difference in Shield. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder:Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. . 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. ago. None of their ship ever produce debris and their ship configuration is quite deadly. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. #3. Medium. Alle Diskussionen. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. Apart from point defense. . Forty battleships have been equipped with. Stellaris > Discussions générales > Détails du sujet. The differences between the weapons are much more nuanced. Corvette Spam. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 30 per day/tick). ago. Torpedo = 100% Shield penetration. reduction modifiers divide an amount of a resource or attribute by a set amount. I'd guess it's also much better against other heavily armored, lightly shielded targets. Computer system. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. It's pretty noticeable in a fight 1 vs. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. Stellaris Real-time strategy Strategy video game Gaming. In this video I explore the effe. −5% accuracy. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. 概述. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. 1 Basics. Have Psionic Shields be non-bypassable. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. Stellaris Galaxy Command Wiki is a FANDOM Games Community. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. 27 votes, 31 comments. 5 days. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). - No Armor Penetration - Lowest Base Damage. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. 6 “Orion” update includes many changes to combat. + Constantly blocks a number of damage per unit of time. . 4 in to hull through armor, if shield penetration, in to hull through shield. Tried again, happened again. Plasma = 100% Armour penetration. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. 25 days. 100% shield penetration. That's physics. Which also kinda makes sense. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). There are three types of modifiers. Yes, I'll attack the frigates yada yada. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. Or shield and some armor plus the crystal plate. Xaphnir. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. Arc Emitters also have partial shield penetration. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. −20% armor penetration. So, half of the damage they do will be harming your hull even before your shields drop. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. 6. Modifier Effects. Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all. Stellaris > General Discussions > Topic Details. In general, vs Kinetics, Disruptors, strike craft and trops. Driller drones have some problems, but are awesome in no shield systems. A crisis is an event that threatens the entire galaxy and all life within it. 5. Cool. Each transport fleet consist of 20 Android Assault Army and do not have a general. That’s 17. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Contrary to some 'popular' opinion, they are mostly garbage. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. After one of the fleets was halfway dead I stopped the test and recorded the damage to. - Gourmand in energy and is inefficient under a firepower too important. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. It'd be a considerable hard counter. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. It's pretty noticeable in a fight 1 vs. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. . A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. I'm still trying to wrap my head around how Stellaris handles weapons and defense. Shields are basically extra HP, damage to shields isn't affected by the armor stat. 6 is now available on PC. The detonation of a. It lacks the bonus to hull damage lasers have. . Fighters - 2. If a hot border can be anticipated, I go for a Bastion Habitat. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing: the arc. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. . Stellaris. 1. Who knows how many galactic cycles it had been in place before it. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). 01 ship_armor_damage_mult = 0. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. , stuff with %100 Shield Penetration and %100 Armor Penetration. Energy weapon or kinetic weapon. 14 0. but the 50% shield penetration on the arc emitter might help too. It really depends on the situation, but I find shields more reliable than armour in most cases, as armour tends to be massively hard-countered later in the game by plasma. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Against something like. Kinetics only get like +15% penetration for medium and +30% for large size. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. 67. Hull - 125% of 'normal' damage for as long as it lasts. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. However, it looks like that at some point between then and now weapons were changed considerably. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. 04 0. It's pretty noticeable in a fight 1 vs. Only. So if you got shield hardener, then 25% is dealt to shield. But it also penetrates armor by 50%. Diversify. Once you. It's the perfect weapon. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Side bonus of 80% shield hardening and 400 extra armor and shields. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. more of the planet states, and info on the ships. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Well I guess we could go through process of elimination . and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. If some ship does a. A place to share content, ask questions and/or talk about the 4X grand strategy… Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. Second destroyer fleet lost 23 ships and the remaining hull was 44%. And it's absolutely nonsense to use a lot of shield strength (cruiser. E. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). EVER. Lightning conduits have the 100% accuracy that makes them solid weapon options, Amoeba flagella are decent strikecraft and the 100% armor penetration from mining drone cutting lasers can be very useful when fighting off other space creatures in the early game since they don't. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Cheaper Alloys cost than armor. Apart from this, Stellaris patch 3. Penetrate through shield but lost 50% of their power.